Expression realization method and device for virtual character, and storage medium
Abstract
Provided are an expression realization method and device for virtual character, and a storage medium, the method comprising: acquiring sequence frames of respective parts of a face of the virtual character, wherein the sequence frames of respective parts contain part sequences corresponding to respective expressions; acquiring a first part sequence corresponding to a first expression and a second part sequence corresponding to a second expression from the sequence frames of respective parts, wherein the first part sequence comprises a first transition part sequence, and the second part sequence comprises a second transition part sequence; and successively playing the first part sequence and the second part sequence according to a first preset instruction, wherein a playing of the first transition part sequence is located at a tail of the playing of the first part sequence, and a playing of the second transition part sequence is located at a head of the playing of the second part sequence.
Claims
exact text as granted — not AI-modifiedWhat is claimed is:
1. A method for realizing an expression of a virtual character, comprising:
acquiring sequence frames of respective parts of a face of the virtual character, wherein the sequence frames of respective parts contain part sequences corresponding to respective expressions;
acquiring a first part sequence corresponding to a first expression and a second part sequence corresponding to a second expression from the sequence frames of respective parts, wherein the first part sequence comprises a first transition part sequence, and the second part sequence comprises a second transition part sequence; and
successively playing the first part sequence and the second part sequence according to a first preset instruction, wherein a playing of the first transition part sequence is located at a tail of the playing of the first part sequence, and a playing of the second transition part sequence is located at a head of the playing of the second part sequence.
2. The method according to claim 1 , wherein the first transition part sequence is played in reverse order and the second transition part sequence is played in order.
3. The method according to claim 1 , further comprising:
in response to a second preset instruction, successively playing the second part sequence and the first part sequence, wherein the playing of the second transition part sequence is located at a tail of the playing of the second part sequence, and the playing of the first transition part sequence is located at a head of the playing of the first part sequence.
4. The method according to claim 3 , wherein when successively playing the second part sequence and the first part sequence in response to the second preset instruction, the second transition part sequence is played in reverse order and the first transition part sequence is played in order.
5. The method according to claim 1 , wherein the part sequences corresponding to respective expressions comprise part mappings, wherein the part mappings in the sequence frames are asymmetrical to each other.
6. The method according to claim 5 , wherein the respective parts of the face of the virtual character comprise at least one symmetrical part and at least one asymmetrical part;
wherein the successively playing the first part sequence and the second part sequence according to the first preset instruction comprises:
acquiring a 3D model of the face of the virtual character;
determining whether one of the first part sequence and the second part sequence contains a half part mapping of the symmetric part;
in response to that the first part sequence or the second part sequence contains the half part mapping of the symmetrical part, rotating the part mapping corresponding to the symmetrical part in the first part sequence or the second part sequence by 180 degrees with a preset symmetry axis as a rotation axis, so as to obtain another half part mapping of the symmetrical part;
adding the another half part mapping of the symmetrical part into the first part sequence or the second part sequence; and
successively playing the first part sequence and the second part sequence according to the first preset instruction.
7. The method according to claim 5 , wherein the respective parts of the face of the virtual character comprise at least one symmetrical part and at least one asymmetrical part;
wherein the successively playing the first part sequence and the second part sequence according to the first preset instruction comprises:
acquiring a 3D model of the face of the virtual character;
determining whether one of the first part sequence and the second part sequence contains a half part mapping of the symmetric part;
in response to that the first part sequence or the second part sequence contains the half part mapping of the symmetrical part, generating another half part mapping of the symmetrical part which is axially symmetric to the half part mapping of the symmetrical part with respect to a preset symmetry axis;
adding the another half part mapping of the symmetrical part into the first part sequence or the second part sequence; and
playing the first part sequence and the second part sequence successively according to the first preset instruction.
8. The method according to claim 1 , wherein the playing the first part sequence according to the first preset instruction comprises:
acquiring a random sequence corresponding to a preset part in the first part sequence, wherein the random sequence includes one or more part mappings; and
playing the first part sequence and the random sequence according to the first preset instruction.
9. The method according to claim 1 , wherein the respective parts of the face of the virtual character comprise a facial base map, eyebrows, eyes, a nose, a mouth, and an additional layer.
10. A device for realizing an expression of a virtual character, comprising:
a memory;
a processor; and
a computer program;
wherein when the computer program is stored in the memory, and is executed by the processor to implement a method for realizing an expression of a virtual character,
the processor is configured to,
acquire sequence frames of respective parts of a face of the virtual character, wherein the sequence frames of respective parts contain part sequences corresponding to respective expressions;
acquire a first part sequence corresponding to a first expression and a second part sequence corresponding to a second expression from the sequence frames of respective parts, wherein the first part sequence comprises a first transition part sequence, and the second part sequence comprises a second transition part sequence; and
successively play the first part sequence and the second part sequence according to a first preset instruction, wherein a playing of the first transition part sequence is located at a tail of the playing of the first part sequence, and a playing of the second transition part sequence is located at a head of the playing of the second part sequence.
11. The device according to claim 10 , wherein the first transition part sequence is played in reverse order and the second transition part sequence is played in order.
12. The device according to claim 10 , wherein the processor is further configured to:
in response to a second preset instruction, successively play the second part sequence and the first part sequence, wherein the playing of the second transition part sequence is located at a tail of the playing of the second part sequence, and the playing of the first transition part sequence is located at a head of the playing of the first part sequence.
13. The device according to claim 12 , wherein the processor is further configured to:
play the second transition part sequence in reverse order and play the first transition part sequence in order, when successively playing the second part sequence and the first part sequence in response to the second preset instruction.
14. The device according to claim 10 , wherein the part sequences corresponding to respective expressions comprise part mappings, wherein the part mappings in the sequence frames are asymmetrical to each other.
15. The device according to claim 14 , wherein the respective parts of the face of the virtual character comprise at least one symmetrical part and at least one asymmetrical part;
wherein the successively playing the first part sequence and the second part sequence according to the first preset instruction comprises:
acquiring a 3D model of the face of the virtual character;
determining whether one of the first part sequence and the second part sequence contains a half part mapping of the symmetric part;
in response to that the first part sequence or the second part sequence contains the half part mapping of the symmetrical part, rotating the part mapping corresponding to the symmetrical part in the first part sequence or the second part sequence by 180 degrees with a preset symmetry axis as a rotation axis, so as to obtain another half part mapping of the symmetrical part;
adding the another half part mapping of the symmetrical part into the first part sequence or the second part sequence; and
successively playing the first part sequence and the second part sequence according to the first preset instruction.
16. The device according to claim 14 , wherein the respective parts of the face of the virtual character comprise at least one symmetrical part and at least one asymmetrical part;
wherein the successively playing the first part sequence and the second part sequence according to the first preset instruction comprises:
acquiring a 3D model of the face of the virtual character;
determining whether one of the first part sequence and the second part sequence contains a half part mapping of the symmetric part;
in response to that the first part sequence or the second part sequence contains the half part mapping of the symmetrical part, generating another half part mapping of the symmetrical part which is axially symmetric to the half part mapping of the symmetrical part with respect to a preset symmetry axis;
adding the another half part mapping of the symmetrical part into the first part sequence or the second part sequence; and
playing the first part sequence and the second part sequence successively according to the first preset instruction.
17. The device according to claim 10 , wherein the processor is configured to:
acquire a random sequence corresponding to a preset part in the first part sequence, wherein the random sequence includes one or more part mappings; and
play the first part sequence and the random sequence according to the first preset instruction.
18. The device according to claim 10 , wherein the respective parts of the face of the virtual character comprise a facial base map, eyebrows, eyes, a nose, a mouth, and an additional layer.
19. A non-transitory computer-readable storage medium having a computer instruction stored thereon, when the computer instruction being executed by a processor to implement a method for realizing an expression of a virtual character,
the method for realizing the expression of the virtual character comprising,
acquiring sequence frames of respective parts of a face of the virtual character, wherein the sequence frames of respective parts contain part sequences corresponding to respective expressions;
acquiring a first part sequence corresponding to a first expression and a second part sequence corresponding to a second expression from the sequence frames of respective parts, wherein the first part sequence comprises a first transition part sequence, and the second part sequence comprises a second transition part sequence; and
successively playing the first part sequence and the second part sequence according to a first preset instruction, wherein a playing of the first transition part sequence is located at a tail of the playing of the first part sequence, and a playing of the second transition part sequence is located at a head of the playing of the second part sequence.Cited by (0)
No later patents cite this yet.
References (0)
No backward citations on record.